Ive made a pretty basic map and just used the 2D Sky Box. However whenever i try to play it everything is black. Not even lights I place work. Any ideas? Please help.
Post your compile log, you might have a leak.
Does using the 2D skybox texture affect the map size compared to using the 3D skybox without utilizing skycamera?
I scanned through and found that this section mentioned something being leaked. So using some logic this must mean the Entity prop_static at the coordinates (-934.00 123.00 63.28) is causing the problem correct?
[CODE]**** leaked ****
Entity prop_static (-934.00 123.00 63.28) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)[/CODE]
Here is the whole compile log
[CODE]
** Executing...
** Command: "D:\Games\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "D:\Games\steamapps\common\Counter-Strike Source\cstrike" "D:\Games\steamapps\common\Team Fortress 2\tf\maps\house.vmf"
Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: D:\Games\steamapps\common\Counter-Strike Source\cstrike\materials
Loading D:\Games\steamapps\common\Team Fortress 2\tf\maps\house.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in d:\games\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/house/de_tides/blend_concrete_dirt_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-934.00 123.00 63.28) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (37514 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 72 texinfos to 54
Reduced 21 texdatas to 20 (507 bytes to 478)
Writing D:\Games\steamapps\common\Team Fortress 2\tf\maps\house.bsp
2 seconds elapsed
** Executing...
** Command: "D:\Games\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "D:\Games\steamapps\common\Counter-Strike Source\cstrike" "D:\Games\steamapps\common\Team Fortress 2\tf\maps\house"
Valve Software - vvis.exe (May 15 2014)
8 threads
reading d:\games\steamapps\common\team fortress 2\tf\maps\house.bsp
reading d:\games\steamapps\common\team fortress 2\tf\maps\house.prt
LoadPortals: couldn't read d:\games\steamapps\common\team fortress 2\tf\maps\house.prt
** Executing...
** Command: "D:\Games\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -game "D:\Games\steamapps\common\Counter-Strike Source\cstrike" "D:\Games\steamapps\common\Team Fortress 2\tf\maps\house"
Valve Software - vrad.exe SSE (May 14 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading d:\games\steamapps\common\team fortress 2\tf\maps\house.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.83 seconds)
819 faces
217199 square feet [31276746.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0161 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 107/8192 1284/98304 ( 1.3%)
brushsides 646/65536 5168/524288 ( 1.0%)
planes 324/65536 6480/1310720 ( 0.5%)
vertexes 1214/65536 14568/786432 ( 1.9%)
nodes 433/65536 13856/2097152 ( 0.7%)
texinfos 54/12288 3888/884736 ( 0.4%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 819/65536 45864/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 339/65536 18984/3670016 ( 0.5%)
leaves 435/65536 13920/2097152 ( 0.7%)
leaffaces 908/65536 1816/131072 ( 1.4%)
leafbrushes 238/65536 476/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5251/512000 21004/2048000 ( 1.0%)
edges 3026/256000 12104/1024000 ( 1.2%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 100/32768 1000/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1320/65536 2640/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 551144/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 4620/393216 ( 1.2%)
LDR ambient table 435/65536 1740/262144 ( 0.7%)
HDR ambient table 435/65536 1740/262144 ( 0.7%)
LDR leaf ambient 314/65536 8792/1835008 ( 0.5%)
HDR leaf ambient 435/65536 12180/1835008 ( 0.7%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/2904 ( 0.0%)
pakfile [variable] 106169/0 ( 0.0%)
physics [variable] 37514/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2255
Writing d:\games\steamapps\common\team fortress 2\tf\maps\house.bsp
4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Games\steamapps\common\Team Fortress 2\tf\maps\house.bsp" "D:\Games\steamapps\common\Counter-Strike Source\cstrike\maps\house.bsp"
[/CODE]
[editline]22nd June 2014[/editline]
[QUOTE=KnightVista;45180343]Does using the 2D skybox texture affect the map size compared to using the 3D skybox without utilizing skycamera?[/QUOTE]
I dont think it would make much of a difference. Maps can only be so big period right? So im sure that the 2d sky box is made to cover the whole map.
[QUOTE=Renzbo;45181136]So using some logic this must mean the Entity prop_static at the coordinates (-934.00 123.00 63.28) is causing the problem correct?[/QUOTE]
Yes, you're right.
To find it, go in "View > Go to coordinates..." and type this : -934.00 123.00 63.28
It's the coordinates where you will find the prop static that is making troubles.
If you don't make it, u still can go to "Map > Entity report" and look for the prop_static.
Good mapping. :)
[QUOTE=Garyu;45183151]Yes, you're right.
To find it, go in "View > Go to coordinates..." and type this : -934.00 123.00 63.28
It's the coordinates where you will find the prop static that is making troubles.
If you don't make it, u still can go to "Map > Entity report" and look for the prop_static.
Good mapping. :)[/QUOTE]
Thanks a ton, ill do this and get it fixed.
[editline]22nd June 2014[/editline]
I removed the prop_static at that point. It turned out to be a mailbox. Then I tested and it still isnt working. I tried to re-compile and got this [CODE]**** leaked ****
Entity info_player_terrorist (225.13 278.68 65.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)[/CODE]
So how am I supposed to fix this?
[url]https://developer.valvesoftware.com/wiki/Leak#Finding_leaks[/url]
Load the pointfile (Map -> Load Pointfile) and then find where the red line meets the outside of the map at then seal it off. Only world brushes seal leaks, so no func_details will seal it properly.
I didnt know that the map had to be entirely sealed. Ive failed to do this. Ill try sealing it and see if that works.
Just remember that displacements (terrain) and water don't seal the map.
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